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Bodyguard

Started by PMV [1577993] on in Suggestions.

11 replies · 164 views · thread synced · 3 days ago · View on torn.com
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PMV [1577993]

I had this idea the other day that a player could assign themselves as a bodyguard to another player for only defends. The bodyguard jumping in attacks would obviously have an unfair advantage.

So, in short: If I assigned myself to someone, and they were to get attacked, I would jump in automatically to help fend off the attacker.

There could be an entire economy based on this, older players offering protection services and the like, or older friends helping out younger ones.

It could be learned as an education bachelor, or a passive job perk like revives currently are, and maybe cost like 1 nerve/15min or something? I'm not entirely sure on this part of the idea, figured maybe post it out there and see if the community likes it first :)
Butters [34298]

God no - just no. Can you imagine how much this would have the crap abused out of it in factions for starters - ie. the stronger players in a faction "assign" themselves to defend the weaker players, thus making it harder for the opposing faction to chain them back.

You currently live or die on your own stats and that's how it should stay.
The_Totem [1763443]

This is what should happened, to what I think could help out with possible abuses. The bodyguard should be paid by X amount of money, where X is determined by advantage factors (awards, levels). The idea on advantage factor is still a scratchy idea, and it could ultimately be anything.
The payday is should be like other things in Torn, daily.
New, or old, players could hire any players that holds the bodyguard perk (or something).
It's a simple ideal. The stronger the bodyguard, the more expensive it is to have him/her around.

Also, the client should have an extra icon, where every player could see. The Protection icon. Though whether the bodyguard profile should be reviewable or not, I'll let others decide.

There are 3 ways the bodyguard can decline the offer.
1) The client is in dept for 3 days.
2) The client attacked the bodyguard.
3) The bodyguard decline the offer, from the very beginning.

I know this idea isn't mine, and I probably make it sound like it is. I just like this bodyguard idea. It adds options for players, and gives out further strategy to the game.

R+
1035358 [1035358]

This would just be abused, as usual the people with the most cash would benefit the most and it would destroy faction wars. The logistics alone just to code it would be enormous for example if the bodyguard wins who gets the defend? if the client is attacked in another country does the bodyguard still step in even though they would most likely still be in torn? if the bodyguard is travelling themselves or in jail or hosp when the client is attacked do they still step in? there would be way to many variables to ever make this a viable system and I can only imagine how much it would be abused during competitions
DrZed [237786]

If this was put in there needs to be a limit on how many people you can be assigned to protect at a time. If it was only one or two this would keep the benefits that this could bring but has enough control on it so it is not abused. Also maybe a limit on how many times you can jump in a day. It probably should cost energy.
If a body guard steps in it would not count as a defend for anyone, If it did then it would be a problem with bounties. Otherwise the bodyguard would put bounties on the low level and then wait for lower level players to attack and then bam 10 defends either for the bodyguard or the protected. That is why it would not count as a defend.
Ceb [68232] Committee Committee

Make it take 10 energy to protect someone. If the bodyguard doesn't have the energy, they dont get involved. The service would be balanced and protection would be extremely selective.

As for defends, why not have new stats? Assists, Assist losses, Protected Wins, Protected losses. with that sort of thing, players would have an idea of what they're getting into.

As for the "train your own stats" argument, I find it dated and comical honestly when group attacking has already been added.

As for chaining, I think its only natural for people to protect each other in a faction...its kind of the concept behind being a group anyways right? If a balancing mechanic were to be introduced though, make it where a player who is protecting another player gets a penalty, similar to group attacking but possibly more potent. If that were the case, it'd actually be easier to take down stronger opponents, and more difficult to take down weaker opponents, making the strength of a faction more of a collective average if they so choose to protect one another in that fashion.